An update is available on the beta branch on Steam.
Fixed missing fall damage: https://www.leadwerks.com/community/topic/17005-i-dont-get-fall-damage/
Fixed LoadAnimation bug: https://www.leadwerks.com/community/topic/16982-modelviewer-load-animation/
May have fixed VR player script and tracking on Oculus Rift.
If you have an Oculus Rift please try creating a new project from the VR template project and tell me your results. If there is still a problem I will go buy
I have Steam peer-to-peer networking commands implemented into Leadwerks 4.6. Here are the commands. Note this complex system has been boiled down to just three simple commands:
class P2P
{
public:
#ifdef LEADWERKS_5
static bool Send(uint64 steamid, const int messageid, shared_ptr<BankStream> data, const int channel = 0, const int flags = 0);
static bool Send(uint64 steamid, const int messageid, shared_ptr<Bank> data, const int channel = 0, const int flags = 0);
static shared_
I have been working on some new features for the SplineTools package for Leadwerks. In the video below I demonstrate 2 new features
Reverse spline followers: Reverse any spline follower at any given time on the spline. Just call the Reverse() function on a spline follower and enjoy the ride.
Closest point on the spline: helper functions that can check what the closest point on a spline is based on given position.
I'm happy to announce the very first alpha release of Leadwerks 5 is now available.
What's New
String commands now accept a unicode overload. Add "L" in front of a string to create a wide string in C++.
Now using smart pointers. Simply set a variable to nullptr to delete an object. There is no Release() or AddRef() function.
Exclusively 64-bit!
Global states are gone. There is no "current" world or context. Instead, the object you want is passed into any function
Here is the second iteration of our VR robotic arm concept. This can be used for the safe planning of robotic motions and early detection of potential problems. VR gives us intuitive manual control with six degrees of freedom along with stereoscopic vision for superior spatial awareness.
I spent a few days setting up a server application and attempting to implement NAT punch through. You can read the details of my adventures here.
Here's what I think:
I can probably get it working.
There's a lot of weird hardware and configurations out there I can't realistically test.
There will always be a certain failure rate which translates into angry users who I can't help.
So I started to think about this backwards, by first asking what we want the user exp
Now that the steam updating works again, the Spline Tools 1.04 package has been uploaded on Steam.
Update 1.04
This version contains some updated maps for Leadwerks 4.5. The moving platforms map unfortunately is not working properly and will have to be sorted out.
Wire splines added.
Wire splines can be used for creating wires, cables or rope. By default, wires have no physics.
Physics can be added as static shapes by selecting the wire type
Luawerks has been updated to easily transform any game into a Seated VR compatible one. All what's needed is the application to be launched with "-vr". All what has been added is the tweak discussed here.
While Luawerks isn't really ideal for Room scale VR, seated on the other hand works better. The center tracking call gets called every time the game gets unpaused. At this time, the UI doesn't work with VR. Keep in-mind that there might be some tweaking to your game to make it 100% VR com
This is a rough timeline of events I am planning in the new year. It is not complete, and may change, but this is just what I am thinking right now.
January 15: Release Leadwerks 5 Alpha Zero subscription
February 1: Launch Kickstarter campaign for development of Leadwerks 5 Alpha One
February 1: Game Tournament
March 3: Kickstarter campaign complete
April 1: Leadwerks 4.6 released (vehicles, NAT punch-through)
June 30: Summer Games Tournament
Jun
Hi ,
Currently I'm planning the next level for Behind Enemy Lines. Since the player has to do part of the level with a sniper rifle, a little preliminary work had to be done. So, Here's my way to tackle this topic with the Addon "FPS Weapon Pack":
The tutorial from tipforeveryone was very helpful to me. You can find it here
https://www.leadwerks.com/community/blogs/entry/1775-realistic-sniper-rifle-scope-in-lua/
i downloaded a Scope frome here :http://www.cadnav.com/3d-models
It's been an eventful year.
A new beautiful website has been rolled out, and our community software is updated to the latest version of Invision Power Board, which allowed us to move all file storage to Amazon S3 for basically free unlimited storage space for the site.
Documentation moved into a new easy to use system.
The Games Showcase was created.
We had a totally kick-*** Halloween Game Tournament.
Announced the development of Leadwerks 5, added unicode sup
Explore our reimagining of the Chernobyl nuclear exclusion zone with The Zone asset pack. This package contains over three gigabytes of high-quality game assets prepared to take advantage of the latest Leadwerks features. Use our ready-made map (included) to start your game or create your own post-apocalyptic environment.
Get it now on Steam with a discount during launch week.
"The Zone" DLC includes the following assets:
24 terrain textures
11 buildings (plu
Today we are pleased to announce the release of Leadwerks Game Engine 4.5.
Version 4.5 introduces support for VR headsets including the HTC Vive, Oculus Rift, and all OSVR-based hardware, allowing developers to create both room-scale and seated VR experiences. The Leadwerks virtual reality command set is robust yet incredibly simple allowing you to easily convert your existing 3D games into VR titles. To help get you started the source code for our Asteroids3D game has been updated for VR a
Quite some time ago I was playing Rainbow Six Vegas with a coworker (not during work time). We were doing terrorist hunt on this construction site map and we were having a great time enjoying this classic game. At some point I wanted to throw a grenade quite far away. Of course with my pro-fps skills I managed to hit the electric pole standing right in front of me. After I was done facepalming, something caught my eye: the wires on the electric pole were swinging, probably by the grenade's shock
Version 4.5 is updated on the beta branch on Steam.
Fixed small projection error in VR mode.
Added fog settings in editor and into map file format.
Fixed Workshop browser back button not working.
Added VR project template.
Added VR player script
Added friction to hinge joint script.
Added ball and slider joint scripts.
Joint scripts will now use the entity parent for the other joint connection (if it exists).
We've only got about 24
The final step to our VR teleporter mechanic is to make the beam arc. This allows us to climb up to areas above our head.
The trick to this is to take our single beam picking mechanic and split it up into a lot of little segments, for both the intersection test and the visual display. I decided to make a kind of simple physics simulation for this, rather than using bezier curves or another method. The basic idea is you have a starting position and a velocity. You move a point along tha
It's been quite a while since I posted here. All is well, and I now have some time to talk to you on where I've been and what I wish to do in the future.
I started a job back in August and my enormous amount of free time dwindled to a few hours a day. However, I now have an income to support myself and buy new toys. I wanted to get into the Linux ecosystem and further distance myself from the Windows world. So for about $300, I've built a PC with an i3-6100, 4GB of DDR4 Ram, put it in a Min
The next step is to put our scene into VR and look at everything. I'm about six feet tall and the player model seems the same height, so that all looks right. The controllers, as you can see below, are all working with full articulation of all controls. The teleport indicator looks good too.
Now we're going to start our VR player script. We start with a new script and initialize the VR environment in the Start() function. A camera is also created in code, and I deleted the camera
I'm building the VR project template for Leadwerks 4.5. Although you can enable VR in any project, this template is specifically designed to provide some of your most common room-scale VR features:
Teleportation movement, which prevents motion sickness.
Picking up and throwing objects. (It's actually really fun!)
To start with I am creating the art assets for the teleport effect. This is basically what I want:
Your controller shoots a beam which ends in an indicato
Hi guys,
this time I have something special for you. A video containing some real "ingame" footage, so you can finally see how the things, I am writing and talking about, actually look like. This is also the last blog entry for this devblog (I may just rename it/reuse it for the next project, because it will build upon the PHFW). Find out more by watching the video. Enjoy it and of course tell me your thoughts!
For those of you, now wondering, if the Framework will ever be av
A new build is available on the beta branch on Steam.
Fixed Kinematic joint rotation (thanks Julio!)
Fixed FlushKeys / FlushMouse not working on Linux.
I'm still having trouble compiling with the latest version of Code::Blocks / GCC: https://www.leadwerks.com/community/topic/14663-compile-problem-on-ubuntu-1604-using-codeblocks-c
I upgraded to Leadwerks 4.5 beta.
And lots of the errors seen below:
error C2872: 'byte': ambiguous symbol
https://developercommunity.visualstudio.com/content/problem/93889/error-c2872-byte-ambiguous-symbol.html
This worked for me and solved the issue:
In Project Properties -> Language -> C/C++ set The C++ Language Standard to ISO C++14 Standard (/std:c++14)
I recently published the full source code to my little mini-game "Asteroids3D". You can download it here:
Turning this into a VR game with Leadwerks Engine 4.5 was very easy. I will show you how here.
The first step is to enable VR. This code will check to see if OpenVR initializes correctly. If it fails for any reason, an error message will be printed and the game will exit:
if VR:Enable()==false then
System:Print("VR failed to initialize.")
return
end
Now we need to adjus